GameController.ts 18 KB

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  1. import { AnimationComponent, CameraComponent, director, find, instantiate, loader, Node, Prefab, Vec3, _decorator } from 'cc';
  2. import { EventDispatcher } from '../../../engines/events/EventDispatcher';
  3. import { GUIManager } from '../../../engines/gui/GUIManager';
  4. import GameConfigManager from '../../models/GameConfigManager';
  5. import { GameModel } from '../../models/GameModel';
  6. import { FightingScene } from '../../scenes/FightingScene';
  7. import { UIConst } from '../UIConst';
  8. import { FenceBase } from './fences/FenceBase';
  9. import { FightingMediator } from './FightingMediator';
  10. import { MonsterBase } from './monsters/MonsterBase';
  11. import { MonsterHPUIPool } from './monsters/MonsterHPUIPool';
  12. import { SkillBase } from './skills/SkillBase';
  13. import SkillManager from './skills/SkillManager';
  14. import AutomaticFifleWeapon from './weapons/AutomaticFifleWeapon';
  15. import { SingleShotWeapon } from './weapons/SingleShotWeapon';
  16. import { WeaponBase } from './weapons/WeaponBase';
  17. const { ccclass, property } = _decorator;
  18. export class GameController extends EventDispatcher{
  19. public weapon:WeaponBase;
  20. public fence:FenceBase;
  21. public camera:CameraComponent;
  22. public leftEndNode:Node;
  23. public middleEndNode:Node;
  24. public rightEndNode:Node;
  25. public leftStartNode:Node;
  26. public middleStartNode:Node;
  27. public rightStartNode:Node;
  28. /**
  29. * 当前正在运行的技能
  30. */
  31. public currentSkill:SkillBase;
  32. /**
  33. * 游戏结束
  34. */
  35. public GameOver:boolean=true;
  36. public leftMonsterList:MonsterBase[];
  37. public middleMonsterList:MonsterBase[];
  38. public rightMonsterList:MonsterBase[];
  39. /**
  40. * 怪物弹痕预制体
  41. */
  42. public monsterZhouDanPrefab:Prefab;
  43. /**
  44. * 怪物血条层
  45. */
  46. public monsterHPUILayer:Node;
  47. /**
  48. * 关卡配置
  49. */
  50. public levelConfig:any;
  51. private monstersConfig:any[];
  52. /**
  53. * 这一关怪物数量
  54. */
  55. public monsterTotalCount:number;
  56. /**
  57. * 本局游戏时间
  58. */
  59. private runTime:number=0;
  60. constructor()
  61. {
  62. super();
  63. this.leftMonsterList=[];
  64. this.middleMonsterList=[];
  65. this.rightMonsterList=[];
  66. }
  67. /**
  68. * 初始化
  69. * @param leftHand
  70. * @param rightHand
  71. */
  72. Init(uiMediator:FightingMediator):void{
  73. let sceneNode:Node=find("FightingScene");
  74. if(sceneNode==null){
  75. throw new Error("找不到战斗场景节点!");
  76. }
  77. let sceneScript:FightingScene=sceneNode.getComponent(FightingScene);
  78. if(sceneNode==null){
  79. throw new Error("战斗场景上没有挂载FightingScene脚本!");
  80. }
  81. this.camera=sceneScript.camrea;
  82. this.leftStartNode=sceneScript.LeftStartPos;
  83. this.middleStartNode=sceneScript.MiddleStartPos;
  84. this.rightStartNode=sceneScript.RightStartPos;
  85. this.leftEndNode=sceneScript.LeftEndPos;
  86. this.middleEndNode=sceneScript.MiddleEndPos;
  87. this.rightEndNode=sceneScript.RightEndPos;
  88. this.monsterZhouDanPrefab=sceneScript.monsterZhouDanPrefab;
  89. this.weapon=this.CreateWeapon(sceneScript.leftHand,sceneScript.rightHand);
  90. this.StartGame();
  91. }
  92. /**
  93. * 初始化栅栏
  94. */
  95. private InitFence():void{
  96. //如果老的存在,先清理
  97. if(this.fence&&this.fence.node!=null){
  98. this.fence.node.destroy();
  99. this.fence=null;
  100. }
  101. let config:any=GameConfigManager.GetFenceConfig(GameModel.single.fenceId);
  102. let prefab:Prefab=loader.getRes(config.prefab);
  103. if(prefab==null){
  104. throw new Error("栅栏资源未加载!");
  105. }
  106. let fenceNode:Node=instantiate(prefab);
  107. this.fence=fenceNode.getComponent(FenceBase);
  108. this.fence.config=config;
  109. this.fence.node.setPosition(new Vec3(0,0,-2));
  110. this.scene.addChild(fenceNode);
  111. }
  112. /**
  113. * 开始游戏
  114. */
  115. StartGame():void{
  116. GameModel.single.killCount=0;
  117. GameModel.single.angerCount=0;
  118. GameModel.single.integral=0;
  119. //重置技能
  120. this.SkillReset();
  121. this.levelConfig=GameConfigManager.GetLevelConfig(GameModel.single.currentLevel);
  122. this.runTime=0;
  123. //复制一份配置
  124. this.monstersConfig=GameConfigManager.CreateMonsterByList(this.levelConfig.monsters,this.runTime);
  125. this.monsterTotalCount=this.monstersConfig.length;
  126. //直接重置子弹数量
  127. this.weapon.bulletCount=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId).clip;
  128. //初始化栅栏
  129. this.InitFence();
  130. this.GameOver=false;
  131. }
  132. /**
  133. * 游戏结束
  134. * @param state 0 胜利 1 失败 2正常退出
  135. */
  136. OnGameOver(state:number):void{
  137. //清理怪物
  138. this.ClearMonsters();
  139. //清理武器
  140. this.weapon.Destroy();
  141. //销毁栅栏
  142. if(this.fence.node){
  143. this.fence.node.destroy();
  144. }
  145. if(state==0){
  146. GUIManager.single.Show(UIConst.GAME_OVER_UI,true);
  147. }else if(state==1)
  148. {
  149. GUIManager.single.Show(UIConst.GAME_OVER_UI,false);
  150. }
  151. GUIManager.single.Hide(UIConst.FIGHTING_UI);
  152. this.GameOver=true;
  153. }
  154. /**
  155. * 重玩
  156. */
  157. Replay():void{
  158. this.StartGame();
  159. GUIManager.single.Show(UIConst.FIGHTING_UI);
  160. }
  161. /**
  162. * 开始下一关
  163. */
  164. PlayNextLevel():void{
  165. //清空试用栅栏
  166. GameModel.single.trialFenceId=-1;
  167. console.log(GameModel.single.currentLevel);
  168. this.StartGame();
  169. GUIManager.single.Show(UIConst.FIGHTING_UI);
  170. }
  171. /**
  172. * 清理怪物
  173. */
  174. ClearMonsters():void{
  175. this.clearMonsterList(this.leftMonsterList);
  176. this.clearMonsterList(this.middleMonsterList);
  177. this.clearMonsterList(this.rightMonsterList);
  178. }
  179. private clearMonsterList(list:MonsterBase[]):void{
  180. if(list.length>0){
  181. list.forEach(element => {
  182. if(element.node!=null&&element.node.isValid){
  183. element.node.destroy();
  184. }
  185. });
  186. }
  187. list.length=0;
  188. }
  189. TryFire(fireKey:number):void{
  190. if(this.currentSkill!=null&&this.currentSkill.unController){
  191. return;
  192. }
  193. if(fireKey==0){
  194. this.weapon.StopFire();
  195. }else{
  196. this.weapon.StartFire(fireKey);
  197. }
  198. }
  199. /**
  200. * 使用技能
  201. */
  202. UseSkill():void{
  203. if(this.currentSkill!=null){
  204. return;
  205. }
  206. this.currentSkill=SkillManager.single.Create(this.weapon.weaponConfig.skill);
  207. this.currentSkill.config=GameConfigManager.GetSkillConfig(this.weapon.weaponConfig.skill);
  208. this.currentSkill.AddEvent(SkillBase.SKILL_COMPLETE,this,this.SkillReset,0);
  209. this.currentSkill.UseSkill(this.weapon);
  210. GameModel.single.angerCount=0;
  211. }
  212. /**
  213. * 清除技能
  214. */
  215. private SkillReset():void{
  216. if(this.currentSkill!=null){
  217. this.currentSkill.RemoveEvent(SkillBase.SKILL_COMPLETE,this,this.SkillReset);
  218. this.currentSkill.Dispose();
  219. this.currentSkill=null;
  220. }
  221. }
  222. Update(dt:number):void{
  223. if(this.GameOver){
  224. return;
  225. }
  226. if(this.currentSkill!=null){
  227. this.currentSkill.Update(dt);
  228. }
  229. this.runTime+=dt*1000;
  230. this.weapon.Update(dt);
  231. this.CheckMonster();
  232. }
  233. /**
  234. * 检测怪物
  235. */
  236. CheckMonster():void{
  237. if(this.monstersConfig.length>0){
  238. let config:any;
  239. let monster:Node;
  240. for (let index = 0; index < this.monstersConfig.length; index++) {
  241. config = this.monstersConfig[index];
  242. if(this.runTime>=config.createTime){
  243. //根据配置创建怪物
  244. monster=this.CreateMonster(config);
  245. this.scene.addChild(monster);
  246. this.monstersConfig.splice(index,1);
  247. index--;
  248. }
  249. }
  250. }
  251. if(this.monstersConfig.length==0&&this.leftMonsterList.length==0&&this.middleMonsterList.length==0&&this.rightMonsterList.length==0){
  252. //全部怪物死亡
  253. console.log("通关");
  254. GameModel.single.currentLevel++;
  255. if(GameModel.single.currentLevel>=GameConfigManager.MaxLevel){
  256. GameModel.single.currentLevel=GameConfigManager.MaxLevel;
  257. }
  258. this.OnGameOver(0);
  259. }
  260. }
  261. /**
  262. * 怪物攻击
  263. * @param damage 伤害
  264. */
  265. MonsterAttack(attackType:number,damage:number):void{
  266. if(this.GameOver){
  267. return;
  268. }
  269. if(attackType==0){
  270. if(this.fence.IsDie==false){
  271. this.fence.Damage(damage);
  272. }
  273. }else{
  274. this.OnGameOver(1);
  275. }
  276. }
  277. /**
  278. * 是否有怪物可攻击 -1没有可攻击怪 0 左边 1中间 2右边
  279. */
  280. public get FindAttackMonsterPosType():number{
  281. let leftDis:number=this.NearestDistance(this.leftMonsterList);
  282. let middleDis:number=this.NearestDistance(this.middleMonsterList);
  283. let rightDis:number=this.NearestDistance(this.rightMonsterList);
  284. if(leftDis<middleDis&&leftDis<rightDis){
  285. return 0;
  286. }
  287. if(middleDis<leftDis&&middleDis<rightDis){
  288. return 1;
  289. }
  290. if(rightDis<leftDis&&rightDis<middleDis){
  291. return 2;
  292. }
  293. return -1;
  294. }
  295. /**
  296. * 就算这一路中可攻击怪的最近距离
  297. * @param monsterList
  298. */
  299. private NearestDistance(monsterList:MonsterBase[]):number{
  300. let monster:MonsterBase;
  301. let endNode:Node;
  302. let minDis:number=Number.MAX_VALUE;
  303. let dis:number;
  304. for (let index = 0; index < monsterList.length; index++) {
  305. monster = monsterList[index];
  306. if(monster.config.startPos==0){
  307. endNode=this.leftEndNode;
  308. }else if(monster.config.startPos==1){
  309. endNode=this.middleEndNode;
  310. }else{
  311. endNode=this.rightEndNode;
  312. }
  313. dis=Vec3.distance(monster.node.worldPosition,endNode.worldPosition);
  314. if(dis<=this.weapon.weaponConfig.attackDistance){
  315. if(dis<minDis){
  316. minDis=dis;
  317. }
  318. }
  319. }
  320. return minDis;
  321. }
  322. /**
  323. * 武器攻击
  324. */
  325. WeaponAttack():void{
  326. //只要开了第一枪就不算新玩家了
  327. GameModel.single.isNewPlayer=false;
  328. let monsterList:MonsterBase[];
  329. let monsterLists:Array<Array<MonsterBase>>=[];
  330. //攻击1条路
  331. if(this.weapon.weaponConfig.attackRange==1){
  332. if(this.weapon.fireKey==1){
  333. monsterList=this.leftMonsterList;
  334. }else if(this.weapon.fireKey==2){
  335. monsterList=this.middleMonsterList;
  336. }else{
  337. monsterList=this.rightMonsterList;
  338. }
  339. if(monsterList.length==0){
  340. return;
  341. }
  342. monsterList.sort(this.monsterSortFunc);
  343. monsterLists.push(monsterList);
  344. }else if(this.weapon.weaponConfig.attackRange==2){//攻击2条路
  345. //左
  346. if(this.weapon.fireKey==1){
  347. if(this.leftMonsterList.length>0){
  348. this.leftMonsterList.sort(this.monsterSortFunc);
  349. monsterLists.push(this.leftMonsterList);
  350. }
  351. if(this.middleMonsterList.length>0){
  352. this.middleMonsterList.sort(this.monsterSortFunc);
  353. monsterLists.push(this.middleMonsterList);
  354. }
  355. }else if(this.weapon.fireKey==2){//中
  356. if(this.middleMonsterList.length>0){
  357. this.middleMonsterList.sort(this.monsterSortFunc);
  358. monsterLists.push(this.middleMonsterList);
  359. }
  360. //随机左边/右边
  361. let random:number=Math.random();
  362. if(random>0.5){
  363. if(this.rightMonsterList.length>0){
  364. this.rightMonsterList.sort(this.monsterSortFunc);
  365. monsterLists.push(this.rightMonsterList);
  366. }
  367. }else{
  368. if(this.leftMonsterList.length>0){
  369. this.leftMonsterList.sort(this.monsterSortFunc);
  370. monsterLists.push(this.leftMonsterList);
  371. }
  372. }
  373. }else{//右
  374. if(this.rightMonsterList.length>0){
  375. this.rightMonsterList.sort(this.monsterSortFunc);
  376. monsterLists.push(this.rightMonsterList);
  377. }
  378. if(this.middleMonsterList.length>0){
  379. this.middleMonsterList.sort(this.monsterSortFunc);
  380. monsterLists.push(this.middleMonsterList);
  381. }
  382. }
  383. }else{//攻击3条路
  384. if(this.leftMonsterList.length>0){
  385. this.leftMonsterList.sort(this.monsterSortFunc);
  386. monsterLists.push(this.leftMonsterList);
  387. }
  388. if(this.middleMonsterList.length>0){
  389. this.middleMonsterList.sort(this.monsterSortFunc);
  390. monsterLists.push(this.middleMonsterList);
  391. }
  392. if(this.middleMonsterList.length>0){
  393. this.middleMonsterList.sort(this.monsterSortFunc);
  394. monsterLists.push(this.middleMonsterList);
  395. }
  396. }
  397. //没有任何怪物可以攻击
  398. if(monsterLists.length==0){
  399. return;
  400. }
  401. //攻击怪物
  402. let monster:MonsterBase;
  403. let endNode:Node;
  404. let index:number=0;
  405. let total:number=0;
  406. let dis:number=0;
  407. monsterLists.forEach(monsterList => {
  408. //攻击怪物
  409. index=0;
  410. total=Math.min(this.weapon.weaponConfig.attackCount,monsterList.length);
  411. while(index<total){
  412. monster=monsterList[index];
  413. if(monster.config.startPos==0){
  414. endNode=this.leftEndNode;
  415. }else if(monster.config.startPos==1){
  416. endNode=this.middleEndNode;
  417. }else{
  418. endNode=this.rightEndNode;
  419. }
  420. if(Vec3.distance(monster.node.worldPosition,endNode.worldPosition)<=this.weapon.weaponConfig.attackDistance){
  421. if(this.currentSkill!=null){
  422. monster.Damage(this.weapon.weaponConfig.damage*this.currentSkill.damage);
  423. }else{
  424. monster.Damage(this.weapon.weaponConfig.damage);
  425. }
  426. }else{
  427. console.log("超出枪械攻击距离Miss");
  428. }
  429. index++;
  430. total=Math.min(this.weapon.weaponConfig.attackCount,monsterList.length);
  431. }
  432. for (let index = 0; index < monsterList.length; index++) {
  433. monster = monsterList[index];
  434. //怪物死亡
  435. if(monster.isDie){
  436. //增加怒气
  437. GameModel.single.angerCount+=monster.config.anger;
  438. //增加击杀量
  439. GameModel.single.killCount++;
  440. //增加积分
  441. if(monster.config.integral>0){
  442. GameModel.single.integral+=monster.config.integral;
  443. }
  444. //从列表中删除
  445. monsterList.splice(index,1);
  446. index--;
  447. }
  448. }
  449. });
  450. }
  451. private monsterSortFunc(a:MonsterBase,b:MonsterBase):number{
  452. if(a.node.position.z>b.node.position.z){
  453. return -1;
  454. }else if(a.node.position.z<b.node.position.z){
  455. return 1;
  456. }
  457. return 0;
  458. }
  459. /**
  460. * 根据配置生成怪物
  461. * @param config
  462. */
  463. private CreateMonster(config:any):Node{
  464. let monsterConfig:any=GameConfigManager.GetMonsterConfig(config.monsterId);
  465. if(monsterConfig==null){
  466. throw new Error("找不到怪物配置:"+config.monsterId);
  467. }
  468. let prefab:Prefab=loader.getRes(monsterConfig.prefab);
  469. let monster:Node=instantiate(prefab);
  470. monster.name="Monster"+config.mId;
  471. let monsterScript=monster.addComponent(MonsterBase);
  472. monsterScript.config=config;
  473. //左
  474. if(config.startPos==0){
  475. monster.setPosition(this.leftStartNode.worldPosition);
  476. this.leftMonsterList.push(monsterScript);
  477. }else if(config.startPos==1){//中
  478. monster.setPosition(this.middleStartNode.worldPosition);
  479. this.middleMonsterList.push(monsterScript);
  480. }else{//右
  481. monster.setPosition(this.rightStartNode.worldPosition);
  482. this.rightMonsterList.push(monsterScript);
  483. }
  484. //创建血条
  485. monsterScript.hpView=MonsterHPUIPool.Create();
  486. monsterScript.hpView.monster=monsterScript;
  487. return monster;
  488. }
  489. private CreateWeapon(leftHand:AnimationComponent,rightHand:AnimationComponent):any{
  490. let config:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId);
  491. if(config.fireType==0){
  492. return new SingleShotWeapon(leftHand,rightHand);
  493. }else if(config.fireType==1){
  494. return new AutomaticFifleWeapon(leftHand,rightHand);
  495. }
  496. return new SingleShotWeapon(leftHand,rightHand);;
  497. }
  498. get scene(){
  499. return director.getScene();
  500. }
  501. private static instance:GameController;
  502. public static get single(){
  503. if(this.instance==null){
  504. this.instance=new GameController();
  505. }
  506. return this.instance;
  507. }
  508. }